I’m trying use the Leap Motion plugin to give networked VR pawns their own Leap Motion controlled hands.
At the moment, I’m using UE4.13 Preview 2 and the Oculus CV1. I have modified the HMDLocomotion pawn to add a LeapEchoRiggedHandsActor as a Child Actor on the camera. When running a single instance of the game on one computer, this works great, I can see some rigged and animated hands thanks to the Leap Motion. When I package and run the project on two different computers, one hosting and one as a client, my network session blueprints work correctly - both players can see each other, and can see hands on the VR pawns, but the hand animations for all VR pawns are driven by the local player’s leap motion device.
Essentially I think I need to modify the LeapController.cpp file to correctly replicate rigged hand animation data from clients to servers, and vice versa.
Has anyone else tried this? Is this the correct way to approach the problem?
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